Tortun Revamp Proposition

Discussion in 'Split Faction' started by GabrielQ, Feb 27, 2014.

  1. GabrielQ

    GabrielQ I need me some PIE!

    Reposting this from the old forums, I won't be transferring the discussions over so this may look a bit raw.

    First, I will begin with a quick resume of the speed distribution of a viable tortun bg (empirical, based on my experience), it's known that tortuns are a slow theme, and for that, any slow rune compete with other with low speed in a bg to avoid the risk of losing a match because you can't get your fonts or contest mid font in time. My rule is that you want include up to 4 champions with 5 spaces cap potential the turn after they are deployed (fishkisser, portalmage, repeater, broadside) and at least 4 champions with a 7 or higher cap potential (captain, minelayer, groundpounder). As you can see this last group is very slim, and his runes are subpar after the nerfs, and that hurts the viability of non IS splits and FF FS. At the same time, the refreshed diversity that the IS font bonus and the +1 speed from KF bonus is a nice boon for the theme (Basically, in those particular bgs you can choose not to include groundpounder, captain and minelayer and you can include all 8 tortuns with 5 or less capping potential).

    Now, to keep the diversity on the battlegroups I propose that only a handful of tortuns gained independent, to make them viable choices for the runner slot outside FF KF and IS splits. So I will remade my proposals of the OP with said separation in mind, this only adresses the first turn cap potential and other suggestions are related to my vision of the powerlevel of the runes.

    Tortun's trade Change: It should have an AoE of 8 and been able to activate every turn, though I would prefer if it were a passive ability that you can switch on and off with the activated button.

    Tortuns intended to gain independent:

    -Tortun Captain: SPD back to 6. Fearless removed, Bastion of courage instead of def upgrade. Note: The restrict upgrade should be changed to only impede your enemy of equipping, like the crystal yeti, if not, that ability could be replaced with something else, because no one will deny himself the opportunity to use the horn of order.

    -Tortun groundpounder: Opportunistic replaced with ready, HP to 50 and dodge 1 to base.

    -Tortun Inventor: SPD to 5 from 6, Accrue to base. Recycle or Craft replaces Grant: Damage shield: magical upgrade.

    -Tortun Minelayer: Accrue to base, Detection 2 changed to detection 3, Relocate: relic replaces exertion upgrade. HP to 50 (+2)

    -Tortun Galesinger: Opportunistic added to base, shroud to base. Repulsion replaces wind aura upgrade. Note: Repulsion is there to be a enabler for the 2-4 range tortuns, so the job of keeping the melee disengaged from your ranged champions now has two competitors, the privateer captain and the galesinger (one exotic and the other uncommon)

    Tortuns not intended to gain independent

    -Tortun corsair: Nora cost to 75-77.

    -Tortun fishkisser: Tough 3 replaces tough 2 upgrade and Resilient replaces charge/enrage upgrade. This way he counters auras and pings. It may need a slight cost decrease top of that.

    -Tortun repeater: loses vulnerable. Lay trap: fire upgrade replaced with shrine defender. Fits the lore of the rune and strenghtens his early game speed. Note: This upgrade will compete with other good ones, so you can have several builds, ignoring the shrine defender upgrade when you don't need the early game speed hike, if you don't include the other 5-4 speeders or you are running FF KF or IS split.

    -Tortun slamhammer: Resistance: physical replaced with scale armor. nora cost to 78

    -Tortalleon Gunbattery: Loses vulnerability: magic base, Gains colossal base. Upgrades become bash, tremor, guard tower, shroud. cost raised accordingly, could gain lethargic if needed

    -Tortun Grenadier: Gains grant: death nova fire base

    Spells

    -Tortun cannon barrage: nora cost to 25-30. It needs deployed tortuns to work and it's random physical damage, it isn't near any other AoE spell.
    -Eriluun's favor: It's not useful the way it's now.

    Special request #1 "Justice"

    -Tortun Bokor: to KF/FW, so he can proc distichous in warspirit, helping the witch theme, tortun's trade to base and some upgrade to replace it, like hex. Note: ghost stalker already brought soul collection to KF, so no problem with that

    Special Request #2 " Help for specific splits"
    Splits With IS:
    - Wildeye bracers: Changed to equipped champion gains mercenary and impatient, if it's a friendly champion it also loses ponderous and gains hostile instead of impatient. Factions from IS to IS/FS or IS/KF. Note: FS has more ponderous champions than KF, IS has the DMC. Mercenary is for both friends and foes.

    Special Request #3 "Tortuns' HP"

    I would like to have all tortuns with a minimun of 50 hp, the are suppossed to be tanky in general.
     
    Last edited: Mar 2, 2014
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  2. dsjtheman

    dsjtheman I need me some PIE!

    I really like your idea for tortuns trade change.
     
  3. Senshu

    Senshu Administrator Octopi

    Your concerns about Tortuns have been noted and I included a link, so if you make changes based on the discussion we will be able to follow up.

    With that said, what would you say is the are major root problems with Tortuns? More speed for better chance to cap, More HP, more with independent?
     
  4. GabrielQ

    GabrielQ I need me some PIE!

    The problem with tortuns is a bit of everything you said, first, the racial was (over)nerfed and never corrected, I don't even bother to generate 1 or 2 nora when I play anymore, top of that, the runes the theme was clutching on at the moment were nerfed with the removal of independent, but in a way that made them not only slower but also weaker. You add to that a bit of powercreep and the theme went down the drain, because most people that played it learnt the theme from jazzman's guide on the old (old) forums (like I did) and the nerf destroyed that kind of tortun lineup mostly, so 90% of the existing tortun battlegroups were useless and people got angry.

    Basically, tortuns are too slow to match the speed of the current dominant battlegroups, because the faster ones are bad, their melee lineup is severely underpowered (if it weren't for privateer captain the theme would be dead for me aswell) and his racial is impactless.

    Some of the other changes I propose is to add a bit of variety to the battlegroups and the HP thing is more arbitrary than anything else, but it would help also.
     
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  5. dsjtheman

    dsjtheman I need me some PIE!

    the funny thing is TT was not changed (as i recall) because it was OP it was changed because it had such hard counters with nora gen counters. They basically made you insta lose if they had any kind of nora gen counter. Id much rather have TT go back the way it was than where it is now. I mean sure nora gen counters did suck, but to me thats kinda the point of the game and deck building. But ideally id like to see TT changed to GabrielQ's suggestion of global activated with zero CD. On top of this most tortuns do need a look at in terms of buffing or nerfing (mostly buffing).
     
  6. GabrielQ

    GabrielQ I need me some PIE!

    Yeah, TT got changed because ironfist agent came out and corrupted nora was everywhere.
    At that moment the only way to run tortuns was splitting with FW for tome of hate.
     
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  7. dsjtheman

    dsjtheman I need me some PIE!

    and tortun repeater/crown of corruption shenanigans :D
     
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  8. GabrielQ

    GabrielQ I need me some PIE!

    Who else thinks that tortun grenadier could receive Grant: Deat Nova Fire* as a starting ability? I imagine the grenadier handling a moga a long fuse grenade and the moga don't figuring it should throw it off.

    *target champion within 7 spaces gains death nova fire 4 for 1 turn, this ability was in the tortun inventor but it was removed from the game when him got grant: electricity aura alongside other changes
     
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  9. guokamoli54

    guokamoli54 I need me some PIE!


    Basically everything Gab mentioned in the OP. The thing I am really most concerned with changing Tortuns Trade. I back up the change the Gab suggested in the OP it is fair. 1. Allows the player to stay more spaced out to play around getting spell spammed. 2. Making the ability passive saves time and also allowing us to "toggle" TT would help to play around Corrupted Nora and the like.

    I also specifically enjoy the changes Gab suggested for Galesinger as it allows people who may not be able to acquire a Privateer Captain to have a champ to help protect the ranged tortuns. (Also possibly creating a melee tort in the future to fit this role wouldn't be a bad idea?)

    And lastly most torts could use a drop in nora cost?
     
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  10. HalfGodBro

    HalfGodBro The King of Potatoes

    Fort tortuns trade, id say, if you remove cooldown, keep the range limit, and if you want it global, make it cooldown 2, the fact is that this ability was OP when your opponent didnt have any Nora gen counter, so one of the above is required in order to keep it fair for having control over the ability
     
  11. Sesaine

    Sesaine The King of Potatoes

    Tortuns trade was never OP it was changed due to corrupted nora hurting tortuns too much, most decent tortuns are expensive and this ability helped to cast them consistently.
     
  12. HalfGodBro

    HalfGodBro The King of Potatoes

    You might be right , but why did they nerfed it on top of that then? Also its not working when A tortun Is alone, and distract prevent it
     
  13. GabrielQ

    GabrielQ I need me some PIE!

    Good question
     
  14. Sesaine

    Sesaine The King of Potatoes

    I just like how tortuns got nerfed hardcore and they were not at the time a top contender, meanwhile FW goes unpunished with their shenanigans.
     
  15. OriginalG1

    OriginalG1 I need me some PIE!

    i would like to see most of the tortons lose ponderous. With the damage out put and hit points of most meta themed champs, i do not feel like a torton attacking you twice in one turn is that OP any more.
     
    Last edited: Mar 8, 2014
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  16. GabrielQ

    GabrielQ I need me some PIE!

    I would rather see them balanced around ponderous.
     
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  17. Sesaine

    Sesaine The King of Potatoes

    Ya ponderous is fine i mean tortuns mostly have high attack and high defense i just think they need some of the lesser runes reworked to be a bit better and usable i dont mind ponderous.
     
  18. AmmonReros

    AmmonReros I need me some PIE!

    "high defense" 1-3. Mostly 3 for melee capable units.
    Anyway. I'd much rather like the Nora thing to be changed again. To like what HalfGodBro said. Either make it global again with 2 turn CD or take off the CD with up to 6 spaces range.
    Idea for the up to 6 could also include that the range increases by 1 for each deployed tortun.

    And while Ponderous is annoying at times, but mainly on certain champs, it isnt all that bad. Or at least I just cant get bothered by it much.
     
  19. BloodAshes

    BloodAshes The King of Potatoes


    Someone...who can make a difference... o_O:eek::D
     
  20. GabrielQ

    GabrielQ I need me some PIE!

    I thought I'd propose the revamp keeping in mind the upcoming style of less cluttered champions:
    First of all racial:
    Tortuns have linked 4 abilities:
    Amphibious
    Tortun's trade
    Ponderous
    Turtle
    From those, the key ones are amphibious and tortun's trade, so they should be merged, ideally, unlink them from the race tortun so it can be used on other pirate-like champions, that way, you give the would be tortun amphibious to avoid being screwed over by your own abilities and spells.
    The execution of the nora gen should be done ideally in a way that is comfortable and not click intensive, ideally with a passive that can be switched off, but a long cd long duration ability could be good too.
    I was thinking that the rogue class could be linked to it in some way something like: "when this champion attacks it generates 1 nora for every 2 friendly tortuns or rogues" rogue seem a fitting class for pirates, and it doesn't seem like it would be worth a new class.
    well, absent a better name, I'll still call it TT, but keep in mind that is amphibious + nora gen ability in fact.
    Ponderous isn't key on the tortun scheme but most of the basic traits of the theme come from it, so I'll be keeping it
    Turtle is a important defensive ability, but it doesn't affect the gameplay in a drastic way as ponderous does, so I'll be moving to upgrades on some, if not most, cases.
    A option would be merging ponderous and turtle also, that would be flavourful, as the ponderous ability in tortuns does in fact seems to be linked to having a shield. A conditional on the use of turtle may help to make it interesting, but I'm not sure.

    Now, to the revamps:
    Mangleshell:
    DMG 12
    SPD 6
    RNG 4-6
    DEF 3
    HP 55
    Abilities:
    Attack gun
    TT
    Ponderous
    Pirate's treasure
    Split hero
    dread
    vindictive > intimidating
    frightful blows > turtle

    notes: mangleshell is a boring beater, nothing to do about that, maybe pirate's treasure could be reworked into something interesting

    Tremir
    DMG 15
    SPD 6
    RNG 1
    DEF 5
    HP 55
    Abilities
    attack physical
    TT
    ponderous
    Cannon barrage
    unstoppable
    split hero
    Vindictive > reflexes 3 > turtle
    Violence charged 2 > race charged

    Tremir is tremir.

    Privateer captain
    DMG 10
    SPD 6
    RNG 2-4
    DEF 3
    HP 50
    Abilities:
    Attack gun
    TT
    Ponderous
    Slam
    Change of plans
    Deploy land mine > Deploy artillery marker
    Turtle > Lockdown > shatter

    Tortalleon Gunbattery
    DMG 0
    SPD 4
    RNG 1
    DEF 5
    HP 60
    Abilities
    TT
    artillery strike
    accrue
    Tremor > Guard tower
    Shroud > trample

    Tortalleon Pygmy

    DMG 16
    SPD 5
    RNG 1
    DEF 3
    HP 60
    Abilities
    Attack physical
    TT
    Ponderous
    CA: Devastate
    ready > scale armor
    Unstoppable > turtle

    Tortalleon transport
    DMG 0
    SPD 6
    RNG 1
    DEF 5
    HP 60
    Abilities
    TT
    Trail water
    Transport
    Unload
    Dive 3
    Warding > Earthbound
    Turtle > cannon barrage

    Notes: cannon barrage but no built in charge accrual, transport and unload could be reworked into a sort of a mobile skywing beacon, but that needs to be still the turn before you can deploy.

    Tortun battle mystic
    DMG 12
    SPD 6
    RNG 3-5
    DEF 3
    HP 50
    Abilities
    Attack magical
    TT
    ponderous
    Mystic push
    Elusive
    Turtle > immunity fire > immunity ice
    Spellswallower > tempo

    notes: elusive instead of arrow eater.

    Tortun broadside
    DMG 15
    SPD 5
    RNG 3-6
    DEF 3
    HP 50
    Abilities
    Attack cannon
    TT
    Ponderous
    Barrage 1
    Strike > sunder
    Turtle > CA: slam

    Tortun captain
    DMG 13
    SPD 6
    RNG 2-5
    DEF 3
    HP 50
    Abilities
    Attack gun
    TT
    Ponderous
    opportunistic
    scramble
    Bastion of courage > Restrict (reworked as in OP)
    Stab > Pin Down

    Tortun corsair
    DMG 13
    SPD 6
    RNG 1
    DEF 3
    HP 50
    Abilities
    Attack physical
    TT
    Ponderous
    pistol shot
    turtle
    Pilfer > tariff
    Precision > detection

    Tortun favored
    DMG 10
    SPD 6
    RNG 5-7
    DEF 3
    HP 50
    Abilities
    Attack magical
    TT
    Ponderous
    Tidal wave
    Heal mass 3 > turtle
    Cleanse > high tide

    Tortun Fishkisser
    DMG 12
    SPD 6
    RNG 1
    DEF 3
    HP 50
    Abilities
    Attack physical
    TT
    ponderous
    manic
    unstoppable
    Assault > tough 3> turtle
    Charge 3 > resilient > enrage 3

    Tortun Galesinger
    DMG 13
    SPD 6
    RNG 2-4
    DEF 3
    HP 50
    Abilities
    Attack magical
    TT
    Ponderous
    Zephyr shield
    Repulsion
    Opportunistic > soothing serenade
    Wind striker > bastion of will

    Tortun grenadier
    DMG 14
    SPD 6
    RNG 2-4
    DEF 3
    HP 50
    Abilities
    Attack fire
    ponderous
    TT
    Fire bomb 3
    Siege > grant: Lay trap fire 3 > deploy land mine?
    Farshot > Grant death nova fire (see OP) > stab

    Tortun groundpounder
    DMG 16
    SPD 5
    RNG 1 or 1-2
    DEF 3
    HP 50
    Abilities
    Attack physical
    TT
    ponderous
    unstoppable
    crushing charge
    Tremor > antagonize
    Turtle > stun

    Tortun gunslinger
    DMG 13
    SPD 6
    RNG 3-5
    DEF 3
    HP 50
    Abilities
    Attack pistol
    TT
    Ponderous
    Ricochet shot
    Precision > strike
    Multiattack 1 > counter attack ranged

    Tortun inventor
    DMG 10
    SPD 5
    RNG 2-4
    DEF 3
    HP 50
    Abilities
    Attack electricity
    TT
    Ponderous
    lightning skewer
    Grant elec. aura
    accrue
    Flash bomb > spark charge
    Turtle > paralyze

    Tortun minelayer
    DMG 10
    SPD 5
    RNG 1
    DEF 3
    HP 50
    Abilities
    Attack physical
    TT
    Ponderous
    Deploy land mine
    Detection 3
    Accrue
    Relocate relic > lay trap boulder 3
    Turtle > lay trap fire 3

    Tortun mortar
    DMG 14
    SPD 6
    RNG 6-8
    DEF 3
    HP 50
    Abilities
    Attack fire
    ponderous
    TT
    Artillery
    Siege > burn 3
    Turtle > Lay trap fire 3

    Tortun portalmage
    DMG 0
    SPD 6
    RNG 1
    DEF 3
    HP 50
    Abilities
    TT
    Turtle
    deploy charged 1
    charged 2
    charged summon tortalleon
    charged heal
    Swap 3 > race charged
    Remove charge > add charge

    He's no longer a depoly t 1/2 or no deploy at all with these changes.

    Tortun repeater
    DMG 12
    SPD 5
    RNG 5-7
    DEF 3
    HP 50
    Abilities
    Attack gun
    TT
    Ponderous
    Defensive strike or suppressing fire
    Explosive attack
    Ready > shrine defender
    Turtle > Font blessing

    Tortun slamhammer
    DMG 12
    SPD 6
    RNG 1
    DEF 3
    HP 50
    Abilities
    Attack physical
    TT
    Ponderous
    CA: stun
    Unstoppable
    Pummel 2 > pummel 3
    Scale armor > tough 3

    Tortun bokor (KF/FW (preferably) or FS/FW)
    DMG 13
    SPD 6
    RNG 2-4
    DEF 3
    HP 50
    Abilities
    Attack physical
    Ponderous
    Soul collection
    cursed treasure
    Boon of the undead > elsari coven > TT
    Stab > resistance magical 3 > forsaken exploit
     
    Last edited: May 21, 2014
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